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SR5 Theorycraft: The supersonic falconine MA

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AirPanda

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« Reply #15 on: <05-19-16/1324:30> »
Up !
I was just wondering if having such a high speed can actually be useful in real rpg situation ?
Does it also allow you to make more actions in a turn, or do you still need some kind of enhanced reflexes ?
Say I'm supposed to kill rescue someone in a bunker guarded by a rigger, a mage, a hacker, a street samourai and 2 basics guards with fire weapons. What could that speed allow me to do and which skills / tools do I also need to make the best out of that speed ?

Hobbes

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« Reply #16 on: <05-19-16/1457:56> »
Movement is separate from Actions in SR and you're generally not allowed to move, attack, move again in a single action pass.  That'll get you smacked by a book.

But yes there are applications for being really fast.  Elf with a Monowhip is my favorite.  Shapechanged Mage who doesn't want to buy a vehicle is my 2nd favorite.  But I'm a simple guy.  Others probably have more interesting uses. 

AirPanda

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« Reply #17 on: <05-19-16/1556:09> »
Why is it important for an elf with monowhip to have a high speed ? Maybe that's a noob question, but I'm a newbie to SR anyway...

Jack_Spade

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« Reply #18 on: <05-19-16/1600:04> »
Guns tend to shoot melee people before they are in range to slash their holders if the melee person isn't fast enough to close the distance
talk think matrix

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AirPanda

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« Reply #19 on: <05-20-16/0549:42> »
Nice, then having huge speed is only interesting to flee or rush, but is not a broken combat trick. Thanks for your answer!

Hobbes

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« Reply #20 on: <05-20-16/1038:41> »
Entering melee is usually a "Charge" action in combat.  Running past/around/away from opponents usually gives them an opportunity to take a -5 to initiative and make a melee attack themselves.  So no broken melee tricks for high movement.  Just the ability to cross 40 meters in an eyeblink to cut some poor mook in half without every getting fired at.  But that seems like it might come in handy occasionally.

adzling

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« Reply #21 on: <05-20-16/2117:30> »
That's why we divide your movement by action phases you have ;-)

Medicineman

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« Reply #22 on: <05-21-16/0218:27> »
Entering melee is usually a "Charge" action in combat.  Running past/around/away from opponents usually gives them an opportunity to take a -5 to initiative and make a melee attack themselves.  So no broken melee tricks for high movement.  Just the ability to cross 40 meters in an eyeblink to cut some poor mook in half without every getting fired at.  But that seems like it might come in handy occasionally.
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass
...eat this Reality and world record sprint Muahahahaha
Quote
That's why we divide your movement by action phases you have ;-)
Oh Yeah
 +1 !!! (we use standard SR4A Movement rules too !)



with a supersonic Dance
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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Hobbes

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« Reply #23 on: <05-21-16/0751:11> »
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass


Which Splatbook was Run By melee Attack in...? 

Medicineman

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« Reply #24 on: <05-21-16/1008:13> »
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass


Which Splatbook was Run By melee Attack in...?

not a splatbook , just a desription of the Action ;)
( in wrestling it would be a Clothline, wouldn't it ?)

with a run by Dance
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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Hobbes

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« Reply #25 on: <05-21-16/1605:23> »
Closeline is typically when the target is running, but same difference.  For a second I thought some corner of some splat book had just decided a mach 2 monowhip was ok. 

Very few GMs would allow a Move By attack in 5th ed, even if you're not houseruling movement.  Just opens up giant piles of silly. 

Coyote

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« Reply #26 on: <05-21-16/1844:11> »
Very few GMs would allow a Move By attack in 5th ed, even if you're not houseruling movement.  Just opens up giant piles of silly.

As said earlier: "Movement is separate from Actions in SR and you're generally not allowed to move, attack, move again in a single action pass.  That'll get you smacked by a book."

Forget the Run-by Ninja/Samurai sword strike that you see in anime along with split-screen views of the characters involved.... if you could move/attack/move, then everyone would be stepping out around the corner, shooting, then stepping back around the corner so they can't get shot. And the middle phase, the "shoot", would be the GM telling everyone "there is no one to shoot, everyone on the other side is around the corner, waiting to do what you're doing". Rules that allow mid-movement attacks combined with ranged attacks have to be very carefully written in order to avoid stalemate-by-popup.